/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_TRAVELLER_H
#define ARKCORE_TRAVELLER_H

#include "Creature.h"
#include "Player.h"
#include <cassert>

/** Traveller is a wrapper for units (creatures or players) that
 * travel from point A to point B using the destination holder.
 */
#define PLAYER_FLIGHT_SPEED        32.0f

template<class T>
struct Traveller {
	T &i_traveller;
	Traveller(T &t) :
			i_traveller(t) {
	}
	Traveller(const Traveller &obj) :
			i_traveller(obj) {
	}
	Traveller& operator=(const Traveller &obj) {
		this->~Traveller();
		new (this) Traveller(obj);
		return *this;
	}

	operator T&(void) {
		return i_traveller;
	}
	operator const T&(void) {
		return i_traveller;
	}
	float GetPositionX() const {
		return i_traveller.GetPositionX();
	}
	float GetPositionY() const {
		return i_traveller.GetPositionY();
	}
	float GetPositionZ() const {
		return i_traveller.GetPositionZ();
	}
	T& GetTraveller(void) {
		return i_traveller;
	}

	float Speed(void) {
		ASSERT(false);
		return 0.0f;
	}
	float GetMoveDestinationTo(float x, float y, float z);
	uint32 GetTotalTrevelTimeTo(float x, float y, float z);

	void Relocation(float x, float y, float z, float orientation) {
	}
	void Relocation(float x, float y, float z) {
		Relocation(x, y, z, i_traveller.GetOrientation());
	}
	void MoveTo(float x, float y, float z, uint32 t) {
	}
};

template<class T>
inline uint32 Traveller<T>::GetTotalTrevelTimeTo(float x, float y, float z) {
	float dist = GetMoveDestinationTo(x, y, z);
	float speed = Speed();
	if (speed < 0.0f)
		return 0xfffffffe; // almost infinity-unit should stop
	else
		speed *= 0.001f; // speed is in seconds so convert from second to millisecond
	return static_cast<uint32>(dist / speed);
}

// specialization for creatures
template<>
inline float Traveller<Creature>::Speed() {
	if (i_traveller.HasUnitState(UNIT_STAT_CHARGING))
		return i_traveller.m_TempSpeed;
	else if (i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALKING))
		return i_traveller.GetSpeed(MOVE_WALK);
	else if (i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
		return i_traveller.GetSpeed(MOVE_FLIGHT);
	else
		return i_traveller.GetSpeed(MOVE_RUN);
}

template<>
inline void Traveller<Creature>::Relocation(float x, float y, float z,
		float orientation) {
	i_traveller.SetPosition(x, y, z, orientation);
}

template<>
inline float Traveller<Creature>::GetMoveDestinationTo(float x, float y,
		float z) {
	float dx = x - GetPositionX();
	float dy = y - GetPositionY();
	float dz = z - GetPositionZ();

	//if (i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
	return sqrt((dx * dx) + (dy * dy) + (dz * dz));
	//else                                                    //Walking on the ground
	//    return sqrt((dx*dx) + (dy*dy));
}

template<>
inline void Traveller<Creature>::MoveTo(float x, float y, float z, uint32 t) {
	//i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetUnitMovementFlags(), 0);
	i_traveller.SendMonsterMove(x, y, z, t);
}

// specialization for players
template<>
inline float Traveller<Player>::Speed() {
	if (i_traveller.HasUnitState(UNIT_STAT_CHARGING))
		return i_traveller.m_TempSpeed;
	else if (i_traveller.isInFlight())
		return PLAYER_FLIGHT_SPEED;
	else
		return i_traveller.GetSpeed(
				i_traveller.m_movementInfo.HasMovementFlag(
						MOVEMENTFLAG_WALKING) ? MOVE_WALK : MOVE_RUN);
}

template<>
inline float Traveller<Player>::GetMoveDestinationTo(float x, float y,
		float z) {
	float dx = x - GetPositionX();
	float dy = y - GetPositionY();
	float dz = z - GetPositionZ();

	//if (i_traveller.isInFlight())
	return sqrt((dx * dx) + (dy * dy) + (dz * dz));
	//else                                                    //Walking on the ground
	//    return sqrt((dx*dx) + (dy*dy));
}

template<>
inline void Traveller<Player>::Relocation(float x, float y, float z,
		float orientation) {
	i_traveller.SetPosition(x, y, z, orientation);
}

template<>
inline void Traveller<Player>::MoveTo(float x, float y, float z, uint32 t) {
	//Only send MOVEMENTFLAG_WALKING, client has strange issues with other move flags
	i_traveller.SendMonsterMove(x, y, z, t);
}

typedef Traveller<Creature> CreatureTraveller;
typedef Traveller<Player> PlayerTraveller;
#endif
